Another solution might be to introduce another ware "Breeded_fish" for the 
aqua_farm which could be used in the smokery as well to generate smoked fish. 
this should lead to the desired effect.
Anyhow from my perspective aqua farms should only be built if there is no 
resource "fish" available anymore in the vicinity of the AI player.
Therefore alternatively we could delete the fishermens house and tell the 
aqua_farm to only breed fish if there is no resource found in the working 
radius. 
Anyhow the mechanism to produce fish with the aqua farm should work for the AI 
-- 
https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910
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